#version 310 es
#ifdef GL_EXT_shader_texture_lod
#extension GL_EXT_shader_texture_lod : enable
#endif

precision highp float;
precision highp int;
#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
#if HLSLCC_ENABLE_UNIFORM_BUFFERS
#define UNITY_UNIFORM
#else
#define UNITY_UNIFORM uniform
#endif
#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
#if UNITY_SUPPORTS_UNIFORM_LOCATION
#define UNITY_LOCATION(x) layout(location = x)
#define UNITY_BINDING(x) layout(binding = x, std140)
#else
#define UNITY_LOCATION(x)
#define UNITY_BINDING(x) layout(std140)
#endif
uniform 	vec2 _GlobalMipBias;
uniform 	vec4 _MainLightPosition;
uniform 	mediump vec4 _MainLightColor;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _MainLightShadowOffset0;
uniform 	vec4 _MainLightShadowOffset1;
uniform 	vec4 _MainLightShadowParams;
uniform 	vec4 _MainLightShadowmapSize;
uniform 	vec4 hlslcc_mtx4x4_MainLightWorldToLight[4];
uniform 	float _MainLightCookieTextureFormat;
#if HLSLCC_ENABLE_UNIFORM_BUFFERS
UNITY_BINDING(0) uniform UnityPerDraw {
#endif
	UNITY_UNIFORM vec4                hlslcc_mtx4x4unity_ObjectToWorld[4];
	UNITY_UNIFORM vec4                hlslcc_mtx4x4unity_WorldToObject[4];
	UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_LODFade;
	UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_WorldTransformParams;
	UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_RenderingLayer;
	UNITY_UNIFORM mediump vec4                unity_LightData;
	UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_LightIndices[2];
	UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_ProbesOcclusion;
	UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_SpecCube0_HDR;
	UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedXunity_SpecCube1_HDR;
	UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube0_BoxMax;
	UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube0_BoxMin;
	UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube0_ProbePosition;
	UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube1_BoxMax;
	UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube1_BoxMin;
	UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_SpecCube1_ProbePosition;
	UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_LightmapST;
	UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_DynamicLightmapST;
	UNITY_UNIFORM mediump vec4                unity_SHAr;
	UNITY_UNIFORM mediump vec4                unity_SHAg;
	UNITY_UNIFORM mediump vec4                unity_SHAb;
	UNITY_UNIFORM mediump vec4                unity_SHBr;
	UNITY_UNIFORM mediump vec4                unity_SHBg;
	UNITY_UNIFORM mediump vec4                unity_SHBb;
	UNITY_UNIFORM mediump vec4                unity_SHC;
	UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_RendererBounds_Min;
	UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_RendererBounds_Max;
	UNITY_UNIFORM vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_MatrixPreviousM[4];
	UNITY_UNIFORM vec4 Xhlslcc_UnusedXhlslcc_mtx4x4unity_MatrixPreviousMI[4];
	UNITY_UNIFORM vec4 Xhlslcc_UnusedXunity_MotionVectorsParams;
#if HLSLCC_ENABLE_UNIFORM_BUFFERS
};
#endif
#if HLSLCC_ENABLE_UNIFORM_BUFFERS
UNITY_BINDING(1) uniform UnityPerMaterial {
#endif
	UNITY_UNIFORM vec4 Xhlslcc_UnusedX_SoftParticleFadeParams;
	UNITY_UNIFORM vec4 Xhlslcc_UnusedX_CameraFadeParams;
	UNITY_UNIFORM vec4 Xhlslcc_UnusedX_BaseMap_ST;
	UNITY_UNIFORM mediump vec4                _BaseColor;
	UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedX_EmissionColor;
	UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedX_BaseColorAddSubDiff;
	UNITY_UNIFORM mediump vec4 Xhlslcc_UnusedX_SpecColor;
	UNITY_UNIFORM mediump float Xhlslcc_UnusedX_Cutoff;
	UNITY_UNIFORM mediump float Xhlslcc_UnusedX_Smoothness;
	UNITY_UNIFORM mediump float Xhlslcc_UnusedX_DistortionStrengthScaled;
	UNITY_UNIFORM mediump float Xhlslcc_UnusedX_DistortionBlend;
	UNITY_UNIFORM mediump float                _Surface;
#if HLSLCC_ENABLE_UNIFORM_BUFFERS
};
#endif
UNITY_LOCATION(0) uniform mediump sampler2D _MainLightShadowmapTexture;
UNITY_LOCATION(1) uniform mediump sampler2DShadow hlslcc_zcmp_MainLightShadowmapTexture;
UNITY_LOCATION(2) uniform mediump sampler2D _MainLightCookieTexture;
UNITY_LOCATION(3) uniform mediump sampler2D _BaseMap;
in highp vec2 vs_TEXCOORD0;
in mediump vec4 vs_COLOR0;
in highp vec4 vs_TEXCOORD1;
in mediump vec3 vs_TEXCOORD2;
in highp vec4 vs_TEXCOORD7;
layout(location = 0) out mediump vec4 SV_Target0;
mediump vec4 u_xlat16_0;
vec4 u_xlat1;
bool u_xlatb1;
mediump vec3 u_xlat16_2;
vec4 u_xlat3;
mediump vec4 u_xlat16_3;
mediump vec4 u_xlat16_4;
mediump vec3 u_xlat16_5;
mediump vec4 u_xlat16_6;
mediump vec4 u_xlat16_7;
mediump vec4 u_xlat16_8;
mediump vec4 u_xlat16_9;
mediump vec4 u_xlat16_10;
mediump vec4 u_xlat16_11;
float u_xlat12;
mediump vec4 u_xlat16_12;
mediump vec4 u_xlat16_13;
mediump vec4 u_xlat16_14;
mediump vec4 u_xlat16_15;
mediump vec4 u_xlat16_16;
vec3 u_xlat17;
mediump float u_xlat16_17;
bvec2 u_xlatb17;
mediump vec2 u_xlat16_25;
mediump vec2 u_xlat16_41;
mediump vec2 u_xlat16_42;
mediump vec2 u_xlat16_43;
mediump vec2 u_xlat16_47;
float u_xlat55;
mediump float u_xlat16_55;
bool u_xlatb55;
float u_xlat56;
mediump float u_xlat16_56;
void main()
{
    u_xlat16_0 = texture(_BaseMap, vs_TEXCOORD0.xy, _GlobalMipBias.x);
    u_xlat16_0 = u_xlat16_0 * _BaseColor;
    u_xlat16_0 = u_xlat16_0 * vs_COLOR0;
    u_xlat1.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
    u_xlat1.x = inversesqrt(u_xlat1.x);
    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD2.xyz;
    u_xlat1.w = 1.0;
    u_xlat16_2.x = dot(unity_SHAr, u_xlat1);
    u_xlat16_2.y = dot(unity_SHAg, u_xlat1);
    u_xlat16_2.z = dot(unity_SHAb, u_xlat1);
    u_xlat16_3 = u_xlat1.yzzx * u_xlat1.xyzz;
    u_xlat16_4.x = dot(unity_SHBr, u_xlat16_3);
    u_xlat16_4.y = dot(unity_SHBg, u_xlat16_3);
    u_xlat16_4.z = dot(unity_SHBb, u_xlat16_3);
    u_xlat16_56 = u_xlat1.y * u_xlat1.y;
    u_xlat16_56 = u_xlat1.x * u_xlat1.x + (-u_xlat16_56);
    u_xlat16_3.xyz = unity_SHC.xyz * vec3(u_xlat16_56) + u_xlat16_4.xyz;
    u_xlat16_2.xyz = u_xlat16_2.xyz + u_xlat16_3.xyz;
    u_xlat16_2.xyz = max(u_xlat16_2.xyz, vec3(0.0, 0.0, 0.0));
    u_xlatb55 = 0.0<_MainLightShadowParams.y;
    if(u_xlatb55){
        u_xlatb55 = _MainLightShadowParams.y==1.0;
        if(u_xlatb55){
            u_xlat3 = vs_TEXCOORD7.xyxy + _MainLightShadowOffset0;
            vec3 txVec0 = vec3(u_xlat3.xy,vs_TEXCOORD7.z);
            u_xlat16_4.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec0, 0.0);
            vec3 txVec1 = vec3(u_xlat3.zw,vs_TEXCOORD7.z);
            u_xlat16_4.y = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec1, 0.0);
            u_xlat3 = vs_TEXCOORD7.xyxy + _MainLightShadowOffset1;
            vec3 txVec2 = vec3(u_xlat3.xy,vs_TEXCOORD7.z);
            u_xlat16_4.z = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec2, 0.0);
            vec3 txVec3 = vec3(u_xlat3.zw,vs_TEXCOORD7.z);
            u_xlat16_4.w = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec3, 0.0);
            u_xlat16_56 = dot(u_xlat16_4, vec4(0.25, 0.25, 0.25, 0.25));
        } else {
            u_xlatb55 = _MainLightShadowParams.y==2.0;
            if(u_xlatb55){
                u_xlat16_5.xy = vs_TEXCOORD7.xy * _MainLightShadowmapSize.zw + vec2(0.5, 0.5);
                u_xlat16_5.xy = floor(u_xlat16_5.xy);
                u_xlat16_41.xy = vs_TEXCOORD7.xy * _MainLightShadowmapSize.zw + (-u_xlat16_5.xy);
                u_xlat16_3 = u_xlat16_41.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
                u_xlat16_4 = u_xlat16_3.xxzz * u_xlat16_3.xxzz;
                u_xlat16_6.xy = u_xlat16_4.yw * vec2(0.0799999982, 0.0799999982);
                u_xlat16_42.xy = u_xlat16_4.xz * vec2(0.5, 0.5) + (-u_xlat16_41.xy);
                u_xlat16_7.xy = (-u_xlat16_41.xy) + vec2(1.0, 1.0);
                u_xlat16_43.xy = min(u_xlat16_41.xy, vec2(0.0, 0.0));
                u_xlat16_43.xy = (-u_xlat16_43.xy) * u_xlat16_43.xy + u_xlat16_7.xy;
                u_xlat16_41.xy = max(u_xlat16_41.xy, vec2(0.0, 0.0));
                u_xlat16_41.xy = (-u_xlat16_41.xy) * u_xlat16_41.xy + u_xlat16_3.yw;
                u_xlat16_43.xy = u_xlat16_43.xy + vec2(1.0, 1.0);
                u_xlat16_41.xy = u_xlat16_41.xy + vec2(1.0, 1.0);
                u_xlat16_4.xy = u_xlat16_42.xy * vec2(0.159999996, 0.159999996);
                u_xlat16_8.xy = u_xlat16_7.xy * vec2(0.159999996, 0.159999996);
                u_xlat16_7.xy = u_xlat16_43.xy * vec2(0.159999996, 0.159999996);
                u_xlat16_9.xy = u_xlat16_41.xy * vec2(0.159999996, 0.159999996);
                u_xlat16_41.xy = u_xlat16_3.yw * vec2(0.159999996, 0.159999996);
                u_xlat16_4.z = u_xlat16_7.x;
                u_xlat16_4.w = u_xlat16_41.x;
                u_xlat16_8.z = u_xlat16_9.x;
                u_xlat16_8.w = u_xlat16_6.x;
                u_xlat16_3 = u_xlat16_4.zwxz + u_xlat16_8.zwxz;
                u_xlat16_7.z = u_xlat16_4.y;
                u_xlat16_7.w = u_xlat16_41.y;
                u_xlat16_9.z = u_xlat16_8.y;
                u_xlat16_9.w = u_xlat16_6.y;
                u_xlat16_6.xyz = u_xlat16_7.zyw + u_xlat16_9.zyw;
                u_xlat16_7.xyz = u_xlat16_8.xzw / u_xlat16_3.zwy;
                u_xlat16_7.xyz = u_xlat16_7.xyz + vec3(-2.5, -0.5, 1.5);
                u_xlat16_8.xyz = u_xlat16_9.zyw / u_xlat16_6.xyz;
                u_xlat16_8.xyz = u_xlat16_8.xyz + vec3(-2.5, -0.5, 1.5);
                u_xlat16_4.xyz = u_xlat16_7.yxz * _MainLightShadowmapSize.xxx;
                u_xlat16_7.xyz = u_xlat16_8.xyz * _MainLightShadowmapSize.yyy;
                u_xlat16_4.w = u_xlat16_7.x;
                u_xlat16_8 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_4.ywxw;
                u_xlat16_41.xy = u_xlat16_5.xy * _MainLightShadowmapSize.xy + u_xlat16_4.zw;
                u_xlat16_7.w = u_xlat16_4.y;
                u_xlat16_4.yw = u_xlat16_7.yz;
                u_xlat16_9 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_4.xyzy;
                u_xlat16_7 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_7.wywz;
                u_xlat16_4 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_4.xwzw;
                u_xlat16_10 = u_xlat16_3.zwyz * u_xlat16_6.xxxy;
                u_xlat16_11 = u_xlat16_3 * u_xlat16_6.yyzz;
                u_xlat16_5.x = u_xlat16_3.y * u_xlat16_6.z;
                vec3 txVec4 = vec3(u_xlat16_8.xy,vs_TEXCOORD7.z);
                u_xlat16_55 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec4, 0.0);
                vec3 txVec5 = vec3(u_xlat16_8.zw,vs_TEXCOORD7.z);
                u_xlat16_12.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec5, 0.0);
                u_xlat12 = u_xlat16_10.y * u_xlat16_12.x;
                u_xlat55 = u_xlat16_10.x * u_xlat16_55 + u_xlat12;
                vec3 txVec6 = vec3(u_xlat16_41.xy,vs_TEXCOORD7.z);
                u_xlat16_12.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec6, 0.0);
                u_xlat55 = u_xlat16_10.z * u_xlat16_12.x + u_xlat55;
                vec3 txVec7 = vec3(u_xlat16_7.xy,vs_TEXCOORD7.z);
                u_xlat16_12.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec7, 0.0);
                u_xlat55 = u_xlat16_10.w * u_xlat16_12.x + u_xlat55;
                vec3 txVec8 = vec3(u_xlat16_9.xy,vs_TEXCOORD7.z);
                u_xlat16_12.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec8, 0.0);
                u_xlat55 = u_xlat16_11.x * u_xlat16_12.x + u_xlat55;
                vec3 txVec9 = vec3(u_xlat16_9.zw,vs_TEXCOORD7.z);
                u_xlat16_12.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec9, 0.0);
                u_xlat55 = u_xlat16_11.y * u_xlat16_12.x + u_xlat55;
                vec3 txVec10 = vec3(u_xlat16_7.zw,vs_TEXCOORD7.z);
                u_xlat16_12.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec10, 0.0);
                u_xlat55 = u_xlat16_11.z * u_xlat16_12.x + u_xlat55;
                vec3 txVec11 = vec3(u_xlat16_4.xy,vs_TEXCOORD7.z);
                u_xlat16_12.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec11, 0.0);
                u_xlat55 = u_xlat16_11.w * u_xlat16_12.x + u_xlat55;
                vec3 txVec12 = vec3(u_xlat16_4.zw,vs_TEXCOORD7.z);
                u_xlat16_12.x = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec12, 0.0);
                u_xlat56 = u_xlat16_5.x * u_xlat16_12.x + u_xlat55;
                u_xlat16_56 = u_xlat56;
            } else {
                u_xlat16_5.xy = vs_TEXCOORD7.xy * _MainLightShadowmapSize.zw + vec2(0.5, 0.5);
                u_xlat16_5.xy = floor(u_xlat16_5.xy);
                u_xlat16_41.xy = vs_TEXCOORD7.xy * _MainLightShadowmapSize.zw + (-u_xlat16_5.xy);
                u_xlat16_3 = u_xlat16_41.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
                u_xlat16_4 = u_xlat16_3.xxzz * u_xlat16_3.xxzz;
                u_xlat16_6.yw = u_xlat16_4.yw * vec2(0.0408160016, 0.0408160016);
                u_xlat16_7.xy = u_xlat16_4.xz * vec2(0.5, 0.5) + (-u_xlat16_41.xy);
                u_xlat16_43.xy = (-u_xlat16_41.xy) + vec2(1.0, 1.0);
                u_xlat16_8.xy = min(u_xlat16_41.xy, vec2(0.0, 0.0));
                u_xlat16_43.xy = (-u_xlat16_8.xy) * u_xlat16_8.xy + u_xlat16_43.xy;
                u_xlat16_8.xy = max(u_xlat16_41.xy, vec2(0.0, 0.0));
                u_xlat16_8.xy = (-u_xlat16_8.xy) * u_xlat16_8.xy + u_xlat16_3.yw;
                u_xlat16_43.xy = u_xlat16_43.xy + vec2(2.0, 2.0);
                u_xlat16_8.xy = u_xlat16_8.xy + vec2(2.0, 2.0);
                u_xlat16_3.z = u_xlat16_8.x * 0.0816320032;
                u_xlat16_4.xy = u_xlat16_7.yx * vec2(0.0816320032, 0.0816320032);
                u_xlat16_7.xy = u_xlat16_43.xy * vec2(0.0816320032, 0.0816320032);
                u_xlat16_4.z = u_xlat16_8.y * 0.0816320032;
                u_xlat16_3.x = u_xlat16_4.y;
                u_xlat16_3.yw = u_xlat16_41.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032);
                u_xlat16_8.xz = u_xlat16_41.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006);
                u_xlat16_8.y = u_xlat16_7.x;
                u_xlat16_8.w = u_xlat16_6.y;
                u_xlat16_3 = u_xlat16_3 + u_xlat16_8;
                u_xlat16_4.yw = u_xlat16_41.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032);
                u_xlat16_6.xz = u_xlat16_41.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006);
                u_xlat16_6.y = u_xlat16_7.y;
                u_xlat16_4 = u_xlat16_4 + u_xlat16_6;
                u_xlat16_7 = u_xlat16_8 / u_xlat16_3;
                u_xlat16_7 = u_xlat16_7 + vec4(-3.5, -1.5, 0.5, 2.5);
                u_xlat16_6 = u_xlat16_6 / u_xlat16_4;
                u_xlat16_6 = u_xlat16_6 + vec4(-3.5, -1.5, 0.5, 2.5);
                u_xlat16_7 = u_xlat16_7.wxyz * _MainLightShadowmapSize.xxxx;
                u_xlat16_6 = u_xlat16_6.xwyz * _MainLightShadowmapSize.yyyy;
                u_xlat16_8.xzw = u_xlat16_7.yzw;
                u_xlat16_8.y = u_xlat16_6.x;
                u_xlat16_9 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_8.xyzy;
                u_xlat16_41.xy = u_xlat16_5.xy * _MainLightShadowmapSize.xy + u_xlat16_8.wy;
                u_xlat16_7.y = u_xlat16_8.y;
                u_xlat16_8.y = u_xlat16_6.z;
                u_xlat16_10 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_8.xyzy;
                u_xlat16_11.xy = u_xlat16_5.xy * _MainLightShadowmapSize.xy + u_xlat16_8.wy;
                u_xlat16_7.z = u_xlat16_8.y;
                u_xlat16_12 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_7.xyxz;
                u_xlat16_8.y = u_xlat16_6.w;
                u_xlat16_13 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_8.xyzy;
                u_xlat16_25.xy = u_xlat16_5.xy * _MainLightShadowmapSize.xy + u_xlat16_8.wy;
                u_xlat16_7.w = u_xlat16_8.y;
                u_xlat16_47.xy = u_xlat16_5.xy * _MainLightShadowmapSize.xy + u_xlat16_7.xw;
                u_xlat16_6.xzw = u_xlat16_8.xzw;
                u_xlat16_8 = u_xlat16_5.xyxy * _MainLightShadowmapSize.xyxy + u_xlat16_6.xyzy;
                u_xlat16_42.xy = u_xlat16_5.xy * _MainLightShadowmapSize.xy + u_xlat16_6.wy;
                u_xlat16_6.x = u_xlat16_7.x;
                u_xlat16_5.xy = u_xlat16_5.xy * _MainLightShadowmapSize.xy + u_xlat16_6.xy;
                u_xlat16_14 = u_xlat16_3 * u_xlat16_4.xxxx;
                u_xlat16_15 = u_xlat16_3 * u_xlat16_4.yyyy;
                u_xlat16_16 = u_xlat16_3 * u_xlat16_4.zzzz;
                u_xlat16_3 = u_xlat16_3 * u_xlat16_4.wwww;
                vec3 txVec13 = vec3(u_xlat16_9.xy,vs_TEXCOORD7.z);
                u_xlat16_55 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec13, 0.0);
                vec3 txVec14 = vec3(u_xlat16_9.zw,vs_TEXCOORD7.z);
                u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec14, 0.0);
                u_xlat17.x = u_xlat16_14.y * u_xlat16_17;
                u_xlat55 = u_xlat16_14.x * u_xlat16_55 + u_xlat17.x;
                vec3 txVec15 = vec3(u_xlat16_41.xy,vs_TEXCOORD7.z);
                u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec15, 0.0);
                u_xlat55 = u_xlat16_14.z * u_xlat16_17 + u_xlat55;
                vec3 txVec16 = vec3(u_xlat16_12.xy,vs_TEXCOORD7.z);
                u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec16, 0.0);
                u_xlat55 = u_xlat16_14.w * u_xlat16_17 + u_xlat55;
                vec3 txVec17 = vec3(u_xlat16_10.xy,vs_TEXCOORD7.z);
                u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec17, 0.0);
                u_xlat55 = u_xlat16_15.x * u_xlat16_17 + u_xlat55;
                vec3 txVec18 = vec3(u_xlat16_10.zw,vs_TEXCOORD7.z);
                u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec18, 0.0);
                u_xlat55 = u_xlat16_15.y * u_xlat16_17 + u_xlat55;
                vec3 txVec19 = vec3(u_xlat16_11.xy,vs_TEXCOORD7.z);
                u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec19, 0.0);
                u_xlat55 = u_xlat16_15.z * u_xlat16_17 + u_xlat55;
                vec3 txVec20 = vec3(u_xlat16_12.zw,vs_TEXCOORD7.z);
                u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec20, 0.0);
                u_xlat55 = u_xlat16_15.w * u_xlat16_17 + u_xlat55;
                vec3 txVec21 = vec3(u_xlat16_13.xy,vs_TEXCOORD7.z);
                u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec21, 0.0);
                u_xlat55 = u_xlat16_16.x * u_xlat16_17 + u_xlat55;
                vec3 txVec22 = vec3(u_xlat16_13.zw,vs_TEXCOORD7.z);
                u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec22, 0.0);
                u_xlat55 = u_xlat16_16.y * u_xlat16_17 + u_xlat55;
                vec3 txVec23 = vec3(u_xlat16_25.xy,vs_TEXCOORD7.z);
                u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec23, 0.0);
                u_xlat55 = u_xlat16_16.z * u_xlat16_17 + u_xlat55;
                vec3 txVec24 = vec3(u_xlat16_47.xy,vs_TEXCOORD7.z);
                u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec24, 0.0);
                u_xlat55 = u_xlat16_16.w * u_xlat16_17 + u_xlat55;
                vec3 txVec25 = vec3(u_xlat16_8.xy,vs_TEXCOORD7.z);
                u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec25, 0.0);
                u_xlat55 = u_xlat16_3.x * u_xlat16_17 + u_xlat55;
                vec3 txVec26 = vec3(u_xlat16_8.zw,vs_TEXCOORD7.z);
                u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec26, 0.0);
                u_xlat55 = u_xlat16_3.y * u_xlat16_17 + u_xlat55;
                vec3 txVec27 = vec3(u_xlat16_42.xy,vs_TEXCOORD7.z);
                u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec27, 0.0);
                u_xlat55 = u_xlat16_3.z * u_xlat16_17 + u_xlat55;
                vec3 txVec28 = vec3(u_xlat16_5.xy,vs_TEXCOORD7.z);
                u_xlat16_17 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec28, 0.0);
                u_xlat56 = u_xlat16_3.w * u_xlat16_17 + u_xlat55;
                u_xlat16_56 = u_xlat56;
            }
        }
    } else {
        vec3 txVec29 = vec3(vs_TEXCOORD7.xy,vs_TEXCOORD7.z);
        u_xlat16_56 = textureLod(hlslcc_zcmp_MainLightShadowmapTexture, txVec29, 0.0);
        u_xlat16_56 = u_xlat16_56;
    }
    u_xlat16_5.x = (-_MainLightShadowParams.x) + 1.0;
    u_xlat16_56 = u_xlat16_56 * _MainLightShadowParams.x + u_xlat16_5.x;
    u_xlatb55 = 0.0>=vs_TEXCOORD7.z;
    u_xlatb17.x = vs_TEXCOORD7.z>=1.0;
    u_xlatb55 = u_xlatb55 || u_xlatb17.x;
    u_xlat16_56 = (u_xlatb55) ? 1.0 : u_xlat16_56;
    u_xlat17.xyz = vs_TEXCOORD1.xyz + (-_WorldSpaceCameraPos.xyz);
    u_xlat55 = dot(u_xlat17.xyz, u_xlat17.xyz);
    u_xlat55 = u_xlat55 * _MainLightShadowParams.z + _MainLightShadowParams.w;
    u_xlat55 = clamp(u_xlat55, 0.0, 1.0);
    u_xlat16_5.x = (-u_xlat16_56) + 1.0;
    u_xlat16_56 = u_xlat55 * u_xlat16_5.x + u_xlat16_56;
    u_xlatb55 = _MainLightCookieTextureFormat!=-1.0;
    if(u_xlatb55){
        u_xlat17.xy = vs_TEXCOORD1.yy * hlslcc_mtx4x4_MainLightWorldToLight[1].xy;
        u_xlat17.xy = hlslcc_mtx4x4_MainLightWorldToLight[0].xy * vs_TEXCOORD1.xx + u_xlat17.xy;
        u_xlat17.xy = hlslcc_mtx4x4_MainLightWorldToLight[2].xy * vs_TEXCOORD1.zz + u_xlat17.xy;
        u_xlat17.xy = u_xlat17.xy + hlslcc_mtx4x4_MainLightWorldToLight[3].xy;
        u_xlat17.xy = u_xlat17.xy * vec2(0.5, 0.5) + vec2(0.5, 0.5);
        u_xlat16_3 = texture(_MainLightCookieTexture, u_xlat17.xy, _GlobalMipBias.x);
        u_xlatb17.xy = equal(vec4(vec4(_MainLightCookieTextureFormat, _MainLightCookieTextureFormat, _MainLightCookieTextureFormat, _MainLightCookieTextureFormat)), vec4(0.0, 1.0, 0.0, 0.0)).xy;
        u_xlat16_5.x = (u_xlatb17.y) ? u_xlat16_3.w : u_xlat16_3.x;
        u_xlat16_5.xyz = (u_xlatb17.x) ? u_xlat16_3.xyz : u_xlat16_5.xxx;
    } else {
        u_xlat16_5.x = float(1.0);
        u_xlat16_5.y = float(1.0);
        u_xlat16_5.z = float(1.0);
    }
    u_xlat16_5.xyz = u_xlat16_5.xyz * _MainLightColor.xyz;
    u_xlat55 = u_xlat16_56 * unity_LightData.z;
    u_xlat17.xyz = vec3(u_xlat55) * u_xlat16_5.xyz;
    u_xlat16_56 = dot(u_xlat1.xyz, _MainLightPosition.xyz);
    u_xlat16_56 = clamp(u_xlat16_56, 0.0, 1.0);
    u_xlat16_5.xyz = vec3(u_xlat16_56) * u_xlat17.xyz;
    u_xlat16_5.xyz = u_xlat16_0.xyz * u_xlat16_5.xyz;
    SV_Target0.xyz = u_xlat16_2.xyz * u_xlat16_0.xyz + u_xlat16_5.xyz;
    u_xlatb1 = _Surface==1.0;
    SV_Target0.w = (u_xlatb1) ? u_xlat16_0.w : 1.0;
    return;
}


// Keywords: _ADDITIONAL_LIGHT_SHADOWS _LIGHT_COOKIES _MAIN_LIGHT_SHADOWS _SHADOWS_SOFT
// 